map ui, skill ui, update skills data
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@@ -1,5 +0,0 @@
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{ "Items": [
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${actions/physics_attack},
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${actions/physics_defence},
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${actions/physics_stun}
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]}
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@@ -1,4 +1,7 @@
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{
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"Kind": "action",
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"Items": [
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{
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"Id": "physics/attack",
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"Name": "characters/action/physics_attack/name",
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"Description": "characters/action/physics_attack/description",
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@@ -9,4 +12,6 @@
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"Attack=1.0",
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"AttackType=Physics"
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]
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}
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]
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}
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@@ -1,4 +1,7 @@
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{
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"Kind": "action",
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"Items": [
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{
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"Id": "physics/defence",
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"Name": "characters/action/defence/name",
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"Description": "characters/action/defence/description",
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@@ -8,4 +11,6 @@
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"RequiredPoint=1",
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"Defence=4"
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]
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}
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]
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}
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@@ -1,4 +1,7 @@
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{
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"Kind": "action",
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"Items": [
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{
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"Id": "physics/stun",
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"Name": "characters/action/stun/name",
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"Description": "characters/action/stun/description",
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@@ -9,4 +12,6 @@
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"AttackType=Physics",
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"Turn=3"
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]
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}
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]
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}
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@@ -12,6 +12,7 @@ namespace Cthangover.Core.Cards.StatusEffect
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/// Implements IIdentifiable so it works with PrefabFactory caching.
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/// </summary>
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[System.Serializable]
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[EntityKind("status_effect")]
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public class StatusEffectInfo : IIdentifiable
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{
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/// <summary>Unique effect identifier used as the factory key.
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@@ -8,12 +8,13 @@ namespace Cthangover.Core.Factories.Impls
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/// behaviour, visual icon, etc. Works in tandem with
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/// <c>StatusEffectActionFactory</c>: this factory provides the <b>data</b>
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/// (what the effect is), while the action factory provides the
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/// <b>behaviour</b> (what the effect does each turn).
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/// <b>behaviour</b> (what the effect does each turn). Files are discovered
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/// by the shared entity resolver through the DTO's
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/// <c>[EntityKind("status_effect")]</c> attribute.
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/// </summary>
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public class StatusEffectInfoFactory : FileFactory<StatusEffectInfo>
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{
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private static readonly Lazy<StatusEffectInfoFactory> lazy = new(() => new StatusEffectInfoFactory());
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public static StatusEffectInfoFactory Instance => lazy.Value;
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public override string GroupName => "status_effects";
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}
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}
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